Projection of interactive game environment

ABSTRACT

The projection of an interactive game environment image on one or more surfaces. The interactive game environment image may be a three dimensional image, or may be two dimensional. Data is received that represents virtual objects that are spatially positioned in virtual space. An image is then projected on the substantially horizontal surface that includes a visual representation of all or a portion of the virtual space including one or more of the virtual objects. The system may then detect user interaction with the projected visualized representation of the virtual space, and in response thereto, change the projected visualized representation.

CROSS REFERENCE TO RELATED APPLICATIONS

This application is a continuation-in-part of commonly assigned,co-pending application Ser. No. 12/651,947, filed Jan. 4, 2010, entitledElectronic Circle Game System, which application is incorporated hereinby reference in its entirety. This application is also acontinuation-in-part of commonly assigned, co-pending application Ser.No. 12/411,289, filed Mar. 25, 2009, entitled Wirelessly DistributedElectronic Circle Gaming, which application is also incorporated hereinby reference in its entirety.

BACKGROUND

There are a variety of conventional displays that offer an interactiveexperience. Computer displays, for example, display images, which can beaffected by user input to a keyboard, mouse, controller, or anotherinput device. In some cases, the computer display itself acts as aninput device using touch or proximity sensing on a display. There areeven now multi-touch functional displays that can receive user inputfrom multiple touches simultaneously.

Sometimes, however, the use of such displays tends to discourage sometypes of conventional social interaction. For instance, games haveprovided a social context in which people can interact and have fun. Onetype of game that is particularly engaging socially is “circle” games,where players will gather around a central horizontal play area that isvisible to all players, and interact with the central horizontal playarea and with each other. Such players are often as few as two (as isthe case with chess or checkers), but may be as many as a dozen or more.Board games are circle games in which the board serves as the centralhorizontal play area. However, there are other circle games that have acentral play area that is not a board. For instance, many card games canbe played directly on the surface of a table or other flat surface. Manycircle games involve the players manipulating objects on or proximatethe play area. For example, many circle games require the player to roledice, start a timer, spin a spinner, play cards, move pieces, and soforth, depending on the game.

Circle games have existed for thousands of years across diversecultures. New circle games arise to meet the social needs and interestsof the community while old circle games go out of use as society losesinterest. Many believe that circle games provide significantly moreopportunity for social development than other types of conventionalvideo games that are strong in popularity in modern times. Thecontribution of circle games to society should not be ignored, but oftenis.

Circle games can provide an impetus for bringing families, friends, andother significant social groups together and fostering important humanrelationships. Children wait with great eagerness to engage with othersin circle games. The types of circle games that individuals enjoy maychange as one grows older, and may differ between population segments.Nevertheless, circle games draw human beings together with the immediatehope of engaging others in a test of skill, while the horizontal playarea provides a subtle and significant side-benefit in permittingchannels of communication to be opened, as players are positioned toface each other. Many have experienced that the conversation migrates totopics beyond the scope of the game itself, often resulting in a levelof conversation that is greater than particular individuals might beinclined to engage in without the circle game. The benefit to society inencouraging individuals to come together in circle games is oftenunderestimated and not fully recognized in a society in which peoplechoose more and more to absorb themselves into fictional worlds.

BRIEF SUMMARY

Embodiments described herein relate to the projection of an interactivegame environment image on a surface. The interactive image may be athree dimensional image, or may be two dimensional. Data is receivedthat represents virtual objects that are spatially positioned in virtualgame environment space. A game environment image is then projected on asurface that includes a visual representation of all or a portion of thevirtual space including one or more of the virtual objects. The systemmay then detect user interaction with the projected visualizedrepresentation of the virtual game environment space, and in responsethereto, change the projected visualized representation. Thatinteraction may be via an input device, or even more directly viaphysical interaction with the interactive game environment image. In thecase of direct interaction, the user might interact with a virtualobject within the game environment image, or with a physical object(such as a game piece or a game board) that is within the space of theprojected game environment image. Thus, a user may interact withvisualized representations of virtual space enabling complex andinteresting interactivity scenarios and applications.

This Summary is not intended to identify key features or essentialfeatures of the claimed subject matter, nor is it intended to be used asan aid in determining the scope of the claimed subject matter.

BRIEF DESCRIPTION OF THE DRAWINGS

In order to describe the manner in which the above-recited and otheradvantages and features can be obtained, a more particular descriptionof various embodiments will be rendered by reference to the appendeddrawings. Understanding that these drawings depict only sampleembodiments and are not therefore to be considered to be limiting of thescope of the invention, the embodiments will be described and explainedwith additional specificity and detail through the use of theaccompanying drawings in which:

FIG. 1 abstractly illustrates a distributed electronic game system;

FIG. 2 abstractly illustrates an interactive image projection systemthat represents an example of the interactive image projection system ofFIG. 1.

FIG. 3 illustrates an example embodiment of a virtual space thatincludes virtual objects;

FIG. 4 abstractly illustrates an image generation system with which theinteractive image projection system may operate;

FIG. 5 abstractly illustrates a player console that represents anexample of an input device of FIG. 1;

FIG. 6 illustrates a concrete example of a player console;

FIG. 7 illustrates another concrete example of a player console in theform of a game master player console;

FIG. 8 illustrates a flowchart of a method for projecting an interactiveimage on a surface;

FIG. 9 illustrate a concrete example of the interactive image projectionsystem in which multiple projectors are operating and that does not useintervening optics in the projection or scanning operations;

FIG. 10 illustrates another concrete example of the interactive imageprojections system in which a single projector is operating, and whichdoes use intervening optics in the projection operation; and

FIG. 11 illustrates a computing system architecture in which theprinciples described herein may be employed in at least someembodiments.

DETAILED DESCRIPTION

The principles described herein relate to the projection of aninteractive game environment image on a surface. The interactive gameenvironment image may be a two dimensional, or may even includethree-dimensional image information, such that the image may be viewedas a three-dimensional image with appropriate aids. Data is receivedthat represents virtual objects that are spatially positioned in virtualspace. The game environment image is then projected on the surface thatincludes a visual representation of all or a portion of the virtual gameenvironment space including one or more of the virtual objects. Theinteractive image projection system may then detect user interactionwith the projected visualized representation of the virtual gameenvironment space, and in response thereto, change the projectedvisualized representation, and perhaps cause a permanent change to gamestate.

Although not required, the game input mechanism may be especially usefulin an electronic game system. FIG. 1 abstractly illustrates adistributed electronic game system 100. The system 100 includes aninteractive image projection system 101. The interactive imageprojection system 101 projects a game environment image 111 onto asurface. Through unique features of the system 100 describedhereinafter, the projected game environment image 111 is made to beinteractive.

In one embodiment, the surface is a substantially horizontal surface inwhich case the game environment image 111 is projected downwards on thesurface. As an example, the substantially horizontal surface may be atable top, counter top, a floor, a game board, or any othersubstantially horizontal surface. In this description and in the claims,a “substantially horizontal” surface may be any surface that is within30 degrees of horizontal. In this description and in the claims, a “moreprecisely horizontal” surface may be any surface that is within 5degrees of horizontal.

In another embodiment, the surface may be a more complex surface. Forinstance, the surface on which the interactive game environment image111 may be projected may include a combination of a substantiallyhorizontal surface and a substantially vertical surface. In thisdescription and in the claims, a “substantially vertical” surface may beany surface that is within 30 degrees of vertical. In this descriptionand in the claims, a “more precisely vertical” surface may be anysurface that is within 5 degrees of vertical. As an example, the complexsurface might include a floor or table area (or a game board) as asubstantially horizontal surface, and a wall as a substantially verticalsurface. The substantially vertical surface might also be a translucentmaterial (such as glass). Other examples of complex surface may includetexture surfaces, as well as surfaces with a topology.

The interactive game environment image 111, as projected by theinteractive image projection system 101 onto the surface, represents aninteractive game environment area in which one or more players mayinteract either through a player console, or directly via the imageitself. However, the interactive image 111 might also be a collaborationarea, a work area, or any other type of interactive area. In theremainder of this description, the system 100 is often described asbeing a game in a particular example. In that case, the user(s) wouldeach be a player, and the interactive area 111 would be an interactiveplay area. The principles described herein may apply to any environmentin which one or more users interact with a projected image on a surface.

Since FIG. 1 is abstract only, the interactive image projection system101 and the interactive game environment image 111 are only abstractrepresentations. Subsequent figures will illustrate a more concreterepresentation of an example of the interactive image projection system101 and the interactive game environment image 111.

Optionally, the system 100 also includes surrounding control devices(also called herein “input devices”). There are eight such input devices102A through 102H illustrated in FIG. 1, although the ellipses 1021represents that there may be less than or greater than eight controldevices. The input devices 102 are each represented abstractly asrectangles although they will each have a particular concrete formdepending on their function and design. Example forms are describedfurther below. In the context of a game, for example, the input devices102 may be player consoles. However, the input devices 102 are optionalonly. Instead of providing input through the input devices 102, theusers may instead provide input through direct contact with theinteractive game environment image 111 using, for example, a finger, ormanipulating physical game pieces positioned within the interaction gameenvironment image, or perhaps rolling dice or playing cards within theinteractive image. The interactive image projection system 101 iscapable of responding to multiple simultaneous instances of usersinteracting with the interactive game environment image 111. Thus, inputinto the system 100 may be achieved using either one or more of inputdevices 102 and/or by direct interaction with the interactive gameenvironment image 111. Thus, the users may affect game state in thismanner.

In one embodiment, one, some, or even all of the input devices 102 arewireless. In the case of a wireless input device, the wireless inputdevice may communicate wirelessly with the interactive image projectionsystem 101. One or even some of the input devices 102 may be remotelylocated from the interactive image 111. Such remotely located game inputdevice(s) may perhaps communicate with the interactive image projectionsystem 101 over a Wide Area Network (WAN) such as the Internet. Thatwould enable a user to participate in the interactive image 111 even ifthat player is located in a completely different part of the globe.Thus, for example, a father or mother stationed overseas might play achild's favorite board game with their child before going to bed. Orperhaps former strangers and new friends from different cultures aroundthe globe might engage in a game, potentially fostering cross-culturalties while having fun. That said, perhaps all of the game input devices102 may be local (e.g., in the same room) to the interactive imageprojection system 101. In yet another embodiment, there are no gameinput devices 102. Regardless of whether there are input devices 102 ornot, the user might directly interactive with the interactive gameenvironment image 111.

FIG. 2 abstractly illustrates an interactive image projection system 200that represent an example of the interactive image projection system 101of FIG. 1. The system 200 is illustrates as including an output channel210 that projects an image (such as interactive game environment image111) onto a surface. The output channel 210 includes several functionsincluding image preparation and projection. Image preparation isperformed by an image preparation mechanism 211, and projection of theimage is performed by projector(s) 212 which includes at least oneprojector 212A, with the ellipses 212B representing that there may bemore than one projector in the output channel 210 of the interactiveimage projection system 200.

The image preparation mechanism 211 receives an input image 201 andsupplies an output image 202 in response to receiving the input image.The input image 201 may be provided by any image generator. As anexample, the input image 201 might be provided by a video game console,a rendering program (whether two dimensional or three-dimensional), orany other module, component or software, that is capable of generatingan image.

The input image 201 represents one or more virtual objects that arespatially positioned in a virtual game environment space. As an example,the virtual space may represent a battleground with specific terrain.The battleground is represented in a computer, and need not representany actual battleground. Other examples of virtual space might include athree-dimensional representation of the surface of the moon, arepresentation of a helium atom, a representation of a crater of afictional planet, a fictional spacecraft, outer space, a fictionalsubterranean cave network, and so forth. Whether representing somethingreal or imagined, the virtual game environment space is created by acomputer programmer either directly, or indirectly through the creationof logic that creates the virtual space.

Virtual objects are placed in the virtual game environment space also bya computer programmer (or indirectly by logic created by theprogrammer), and may represent any object, real or imagined. Forinstance, a virtual object might represent a soldier, a tank, abuilding, a fictional anti-gravity machine, or any other possibleobject, real or imagined.

FIG. 3 illustrates an example of a virtual game environment space 300.In this example, the virtual game environment space 300 includes objects301, 302, 303 and 304. In this case, the virtual game environment space300 is three dimensional, such that the objects 301, 302, 303 and 304are each represented as three dimensional objects having a specificshape and positioning within the virtual three-dimensional space. Thisvirtual space 300 may be used in order to formulate an imagerepresentation of a certain portion and/or perspective of the virtualgame environment space. The output image 202, as projected includes avisual representation of at least part of the virtual space, thevisualized representation include a visualized representation of atleast some of the virtual objects. For instance, if the virtual spaceincluded terrain for the inside of a crater, the projected image mayshow a visual representation of a portion of that crater, with virtualobjects that might include several crater monsters, soldiers that aremembers of the same team, weapons that are strewn about and ready to bepicked up, and so forth. If the virtual space were a city, thevisualized representation might be a portion of the city and includevehicles, buildings, people, and so forth.

The image preparation mechanism 211 may perform any processing on theinput image 201 to generate the output image that is ultimatelyprojected by the one or more projectors 212. As an example, the imagepreparation mechanism 211 may simply pass through the input image 201such that the output image 202 is identical to the input image 201. Theimage preparation mechanism might also change the format of the image,change the resolution of the image, compress the image, decrypt theimage, select only a portion of the image, and the like. If multipleprojectors are being used, the image preparation mechanism 211 mayselect which portion (i.e., also referred to as a “subimage”) of theinput image is to be projected by each projector, such that when theimages are projected by each projector, the collective whole of all ofthe projected images appears as a single image on the surface where theimages are projected. This is referred to herein as stitching.

The image preparation might also take into consideration appropriateadjustments given the surface on which the output image 202 is to beprojected, or any intervening optics. For instance, if the surface is acomplex surface, the image preparation mechanism 211 may adjust theimage such that the image appears properly on the surface. The usermight configure the image preparation mechanism 211 with informationregarding the surface. Alternatively or in addition, the system 200 maybe configured to enter a discovery phase upon physical positioning thatidentifies the characteristics of the surface in relation to theprojection mechanism. As an example, if the surface is a combination ofhorizontal and vertical surfaces, the image preparation may take intoconsideration the distances and the angles of the surface to make surethat the image appears proportional as intended on each surface. Thus,the image preparation mechanism 211 may make appropriate geometricaladjustments to the image so that the image appears properly on thesurface. Other examples of complex surface includes surfaces thatincludes spherical surfaces, surfaces that represent a topology (as in acomplex terrain with various peaks and valleys), surfaces that include acylindrical surface, surfaces that includes convex portions, and/orsurfaces that include concave portions. In the case in which the imageis to pass through optics such as lens and mirrors, the imagepreparation mechanism 211 may consider the presence of such optics.

In addition to image preparation and projection, the system 200 may alsooutput various signals. For instance, the system 200 may output audio,such as perhaps the audio of the video game console that provides theinput image 201. The system 200 may output wired or wireless signals tothe input devices 102, perhaps causing some private state to be alteredat the input devices 102. In addition, if there is a central displaythat displays a game environment image (such as the interactive centraldisplay described in the co-pending commonly assigned application Ser.No. 12/411,289) (hereinafter referred to simply as the “centraldisplay”), the system 200 may dispatch information in a wired orwireless fashion to the central display.

As described above, user input may be provided through interaction withan input device (such as one of the input devices 102 of FIG. 1) and/orthrough direct interaction of a real object (such as a human finger, agame piece, a game board, a central display or the like) within the areaof the interactive game environment image 111. If there is to be directinteraction to provide input, the interactive image projection mechanism200 may also include an input channel 220.

The input channel 220 includes a scanning mechanism 221 configured toscan the area projected by the projected game environment image todetermine one or more positions of a real interactivity input object.

As an example, suppose that the output game environment image 202 ofFIG. 2 includes just two-dimensional information. In that case, for eachimage frame, the projector(s) 212 projects the image. Then, after thatframe is projected, during a short period in which the image is notprojected, the scanning mechanism may scan the area in which the lastframe was projected. This projection and scanning process is thenrepeated for the next frame image, and for the next, and so on. Eventhough projection and scanning do not happen at the same time (withscanning happening between image frame projections), they happen at sucha high frequency that the projected image seems to have continuousmotion. Furthermore, even though the projected image is not alwayspresent, the period of time that the projected image is not present isso short, and occurs at such a frequency, that it gives the illusion tothe human observer that the projected image is always present. Thus,real objects have the appearance of occupying the same space as theprojected image.

As another example, the output image 202 of FIG. 2 may representthree-dimensional information. In that case, for each image frame, theprojector(s) 212 may project a left eye image intended for the left eye,and a right eye image intended for the right eye. When appropriate aidsare present that allow the left eye of a human observer to receive theleft eye image (but not the right eye image), and that allow the righteye of that same human observer to receive the right eye image (but notthe left eye image), the image can be observed by the human mind asbeing truly three dimensional. 3-D glasses are an appropriate aid forenabling this kind of eye-specific light channeling, but the principlesof the present invention are not limited to the type of aid used toallow a human observer to conceptualize three-dimensional imageinformation.

In one example, the projection of the left eye image and the right eyeimage are interlaced, with each being displayed at a frequency at whichcontinuous motion is perceived by a human observer. Typically 44 framesper second is the threshold above which an average human observer cannotdistinguish discrete changes between frames, but instead perceivescontinuous motion. Thus, a system that operates at 120 Hz, and whichinterlaces a left eye image and a right eye image, each at 60 Hz, willsuffice to formulate the appearance of continuous three-dimensionalmotion. At periodic times between frames, the scanning mechanism 221 mayscan for real objects in the scope of the projected image. In projectionsystem that operates at 120 Hz, for example, the scanning may also occurbetween every frame at 120 Hz, or perhaps between every other frame at60 Hz, or perhaps at some other interval. That said, the principlesdescribed herein are not limited to any particular frame rate forprojection and sampling rate for scanning.

The input channel 220 of the interactive image projection system 200 mayalso include an input preparation function provided by, for example, aninput preparation mechanism 222. This mechanism 222 may take the inputprovided through the scanning process and provide it in another formrecognizable by a system that generates the input image 201 (such asperhaps by a conventional video game system). For instance, the inputpreparation mechanism 222 may receive information from the scanningmechanism 221 that allows the input preparation mechanism 222 torecognize gestures and interaction with virtual objects that arevisualized. The input mechanism might recognize the gesture, andcorrelate that gesture to particular input. The input preparationmechanism 222 may consider the surface configuration, as well as anyoptics (such as mirrors or lenses) that may intervene between thesurface and the scanning mechanism 221.

As an example, suppose that the projected image is of a game board, withpieces placed on the game board. The user might reach into the projectedimage, touch a projected game piece with a finger (or more accuratelystated, “simulate touching” since the projected game piece is just aprojection), and move that game piece from one location of the projectedgame board to another, thereby advancing the game state of the gameperhaps permanently. In that case, the movement may occur over thecourse of dozens or even hundreds of frames, which occurs in but a smallmoment by the user's perspective. The input preparation mechanism 222recognizes that a human finger has reached into the space that isoccupied by the projected image, and has intersected the finger with thespace that is occupied by the visualization of the game piece. If theimage were a three-dimensional image, the input preparation wouldmonitor the position of the user's finger in three-dimensional space,and have a concept for the three-dimensional position of the virtualgame piece. The game piece is just a projected portion of the image, andthus the user would not feel a game piece. Nevertheless, the inputpreparation mechanism 222 recognizes that the user is now indicated anintent to perform some action on the projected game piece.

In subsequent frames, the input preparation mechanism 222 recognizesslight incremental movement of the finger, which represents intent tomove the game piece in the same direction and magnitude as the fingermoved. The input preparation mechanism knows what commands to issue tocause that actual image generator to cause that projected game piece tomove in the virtual game environment space. The changes can be almostimmediately observed in the projected image. This occurs for each frameuntil the user indicates an intent to no longer move the game piece(perhaps by tapping the surface on which the projected image isprojected at the location at which the user wishes to deposit theprojected game piece).

The appearance to the player would be as though the player had literallycontacted the game piece and caused the game piece to move, even thoughthe game piece is but a projection. Accordingly the system may moveprojected objects. Other actions might include resizing, re-orienting,changing the form, or changing the appearance of the virtual object thatthe user interacted with.

The interactive image projection system 200 may interface with aconventional image generation system to enable the appearance of aninteractive projected image. After all, the system 200 receives theimage which is generated by the external system, although additionalprocessing of the image may occur within the image preparation mechanism211, which is then projected. However, the external image generationsystem just generates the image in the same manner as if the image werejust to be displayed on a conventional display. Furthermore, theexternal image generation system receives commands as it is accustomedto receive them to thereby effect a permanent change to the game stateand advance progress through the game. The external image generationsystem acts the same no matter how complex the systems used to generatethe commands. Whether the input was generated by a conventionalhand-held controller, or through the complexity of the input channel220, the external image generation system will act the same.

In addition to preparing input information for the external imagegeneration system, the input channel 220 may also provide informationfor other surrounding devices such as for example, any one or more ofthe input devices, or perhaps the central display, thereby alteringstate of any of these devices, and allowing for these devices toparticipate in the game state alterations caused by the playinginteracting with the projected image.

As a further example, the user may interact with physical objects withinthe area of the projected game environment image. These physical objectsare not virtual, but are real, and thus can be felt by the player asthey interact with the physical object.

For instance, the physical object may be an actual physical game board.The input channel 220 may recognize the configuration of the game boardand interpret player gestures (such as the movement of a physical gamepiece, or the interaction with a virtual object) with reference to thephysical game board. For instance, in a game of MONOPOLY, a physicalMONOPOLY board may be placed within a projected image that might includevirtual objects such as for example, virtual chance and community chestcards, and virtual houses and hotels, and perhaps a combination of realand virtual game pieces (according to player preference configured atthe beginning of a game). A player might tap on a property owned by thatplayer, which the input channel may interpret as an intent to build ahouse on the property. The input channel 220 might then coordinate withany external image generation system and the output channel 210 to causean additional virtual house to appear on the property (with perhaps someanimation). In addition, the input channel 220 may coordination to debitthe account of that player by the cost of a house. In addition, theuser's personal input device 102 may be transmitted information to allowthe personal input device 102 to update with a new account balance.

As another MONOPOLY example, the player might roll dice at the beginningof the player's turn. The input channel 220 may recognize what wasrolled and cause the projected image to highlight the position that theplayer's game piece should move to. If the player has a virtual gamepiece, then the system might automatically move (with perhaps someanimation) the virtual game piece, or perhaps have the user move withthe player's interaction with the virtual game piece (perhaps configuredby the user to suit his/her preference). In response, the system mighttransmit a prompt to the user's input device, requesting whether theuser desires to purchase the properly, or notifying the user of rentowed. In one embodiment, the output channel 210 not only projectsimages, but also responds to an external game system to provideappropriate output to appropriate devices. For instance, the outputchannel 210 might recognize that the external game system is promptingthe current player as to whether to purchase the property. The outputchannel 210, in addition to projecting the appropriate game environmentimage, may also transmit an appropriate prompt to the player's inputdevice 102.

In yet a further example, the central display may provide a displayedimage and be positioned within the projected image of the imageprojection system 101. Thus, a projected image may be superimposed uponan image displayed by the central display.

Thus, the principles described herein may take a conventional system,and allow for a unique interaction with a projected image. That said,the principles described herein are not limited to operation with aconventional game environment image generation system. FIG. 4 abstractlyillustrates an image generation system 400, which may be used togenerate the input image 201 of FIG. 2. In one embodiment, the imagegeneration system 400 may be a conventional video game which outputs animage that might, for example, change as a player progresses through thevideo game. However, one, some, and perhaps even all of the functionsdescribed as being included within the image generation system 400 maybe performed instead within the interactive image projection system 101.

The image generation system 400 includes logic 411, image generationmechanism 412, and an input interface 413. The logic 411 and/or theimage generation mechanism 412 have a concept for the virtual space inwhich the logic 411 operates. The image generation mechanism 412generates an image that is appropriate give a current state 414 of thelogic 411. The input interface 413 receives commands that may alter thestate 414 of the logic 411, thereby potentially also affecting the imagegenerated by the image generation mechanism 412. The game state may evenbe permanently altered from one stage to the next as the players advancethrough the game. In such systems, images can be generated at such arate that continuous motion is perceived. There may be a bi-directionalchannel of communication between the image generation system 400 and theinteractive image projection mechanism 200. The bi-directional channelmay be wired or wireless, or perhaps wired in one direction and wirelessin another. Input commands are typically less data-intensive as comparedto images, and thus the communication channel from the interactive imageprojection system 200 to the image generation system 400 may bewireless. The channel from the image generation system 400 to theinteractive image projection system 200 may also be wireless providedthat the bandwidth of the channel in that direction is sufficient.

The image projection system 101, and/or any of the surrounding gameinput devices 102 may have built in microphones to allow sound data(such as the player's voice) to be input into the image generationsystem 400 to affect the state 414. There may also be voice recognitioncapability incorporated into interactive image projection system 101and/or surrounding game input devices 102 to permit such sound data tobe converted to more usable form. Speakers, headset ports, and earpiecesmay also be incorporated into the surrounding input devices 102.

FIG. 5 abstractly illustrates a player console 500. As previouslymentioned, the input devices 102 of FIG. 1 may be player consoles in thecontext in which the system 100 is a game environment. FIG. 5 is anabstract illustration of a player console showing functional componentsof the player console 500. Once again, FIG. 5 is abstract. Accordingly,the various components illustrated as being included within the playerconsole 500 should not be construed as implying any particular shape,orientation, positioning or size of the corresponding component. FIG. 6will illustrate a more concrete representation of an example of theplayer console 500.

Each player, or perhaps each player team, may have an associated playerconsole, each associated with the corresponding player or team. Theplayer console 500 includes a private display area 501 and game logic502 capable of rendering at least a portion a private portion of gamestate 503 associated with the player (or team). The player or team mayuse an input mechanism 504 to enter control input into the playerconsole. A transmission mechanism illustrated in the form of atransceiver 505 transmits that control information to the interactiveimage projection system 200 and/or to the image generation system 400,where the control information is used to alter the state 414 of thelogic 411 used to generate the image.

FIG. 6 illustrate a concrete example of a player console 600. Here, theprivate display area 601 displays the player's private information (inthis case, several playing cards). The player console 600 also includesa barrier 602 to prevent other players from seeing the private gamestate displayed on the private display area 601. The private viewingarea 601 may be touch-sensitive, allowing the player to interact withphysical gestures on the private viewing area 601, thereby causingcontrol information to update the rendering on the private display area,and the game states on the player console 600, as well as on the centraldisplay 101. The private display area 601 also, in this example,displays video images 603A, 603B and 603C of other players.

In one embodiment, at least one of the player consoles is different fromthe remaining player consoles. FIG. 7 illustrates such a player console700. In this case, the player console might be a game master console700, in which the game master may interface with the private viewingarea to perhaps control game state. For instance, the game master mayuse physical gestures on the touch-sensitive display 701 of the gamemaster console 700 to affect what is displayed within the interactivegame environment image 111. For instance, the game master might controlwhat portions of the map are viewable within interactive gameenvironment image 111. The game master might also control what effectanother player's actions might have on the operation of the game logic.The game master might also create a scenario and setting of a game usingthe game master console 700.

FIG. 8 illustrates a flowchart of a method 800 for projecting aninteractive game environment image on a surface. The system receivesdata (act 801) representing a virtual objects that are spatiallypositioned in a virtual space. An example of such data is an image inwhich such virtual objects are represented. The image is then projected(act 802) on a surface in response to the received data. The projectedimage including a visual representation of at least part of the virtualspace. The system then detects user interaction (act 803) with thevisualized representation. In response to that user interaction, theprojected image is then altered (act 804).

FIG. 9 illustrate a concrete example 900 of the interactive imageprojection system 101 in which multiple modules 902A through 902E aremounted to a stand 901. Each module 902A through 902E includes aprojector and a corresponding camera (not shown) which would be in thelower surface of each module 902A through 902E. The projector projectsthe images downward towards a floor on which the stand 901 is situated.These projectors would each project a corresponding subimage that areeach processed such that the projected image is stitched together toappear as a single image on the floor. The camera scans the area of theprojected image for user interaction in the area of the projected image.FIG. 9 does not use intervening optics in the projection or scanningoperations.

FIG. 10 illustrates another concrete example 1000 of the interactiveimage projections system 101 in which a single projector is operating,and which does use intervening optics in the projection operation. Theinteractive image projection system 1000 includes a housing thatincludes a rigid base 1001 that is situated on a substantiallyhorizontal surface. A projector mechanism 1011 projects a single imageupward through a lens to be reflected off of a curved mirror 1012,through windows 1013, and downward onto the substantially horizontalsurface on which the base 1001 is placed. The images are prepared toaccount for the intervening lenses and mirrors used to direct the imageonto the horizontal surface. Four cameras (of which three 1021A through1021C are visible in FIG. 10) are positioned around the uppercircumference of the system 1000. Such cameras scan the area of theprojected image.

Accordingly, an interactive game environment image projection system hasjust been described. Having described the embodiments in some detail, asa side-note, the various operations and structures described herein may,but need, not be implemented by way of a physical computing system.Accordingly, to conclude this description, an example computing systemwill be described with respect to FIG. 11. The computing system 1100 maybe incorporated within the interactive image projection system 101,within one or more of the input devices 102, and/or within the imagegeneration system 400.

FIG. 11 illustrates a computing system 1100. Computing systems are nowincreasingly taking a wide variety of forms. Computing systems may, forexample, be handheld devices, appliances, laptop computers, desktopcomputers, mainframes, distributed computing systems, or even devicesthat have not conventionally been considered a computing system. In thisdescription and in the claims, the term “computing system” is definedbroadly as including any device or system (or combination thereof) thatincludes at least one processor, and a memory capable of having thereoncomputer-executable instructions that may be executed by the processor.The memory may take any physical form and may depend on the nature andform of the computing system. A computing system may be distributed overa network environment and may include multiple constituent computingsystems.

As illustrated in FIG. 11, in its most basic configuration, a computingsystem 1100 typically includes at least one processing unit 1102 andmemory 1104. The memory 1104 is a physical system memory, which may bevolatile, non-volatile, or some combination of the two. The term“memory” may also be used herein to refer to non-volatile mass storagesuch as physical storage media. If the computing system is distributed,the processing, memory and/or storage capability may be distributed aswell. As used herein, the term “module” or “component” can refer tosoftware objects or routines that execute on the computing system. Thedifferent components, modules, engines, and services described hereinmay be implemented as objects or processes that execute on the computingsystem (e.g., as separate threads).

In the description above, embodiments are described with reference toacts that are performed by one or more computing systems. If such actsare implemented in software, one or more processors of the associatedcomputing system that performs the act direct the operation of thecomputing system in response to having executed computer-executableinstructions. An example of such an operation involves the manipulationof data. The computer-executable instructions (and the manipulated data)may be stored in the memory 1104 of the computing system 1100.

Embodiments within the scope of the present invention also includecomputer-readable media for carrying or having computer-executableinstructions or data structures stored thereon. Such computer-readablemedia can be any available media that can be accessed by a generalpurpose or special purpose computer. By way of example, and notlimitation, such computer-readable media can comprise physical storageand/or memory media such as RAM, ROM, EEPROM, CD-ROM or other opticaldisk storage, magnetic disk storage or other magnetic storage devices,or any other physical medium which can be used to carry or store desiredprogram code means in the form of computer-executable instructions ordata structures and which can be accessed by a general purpose orspecial purpose computer. Combinations of the above should also beincluded within the scope of computer-readable media.

Computer-executable instructions comprise, for example, instructions anddata which cause a general purpose computer, special purpose computer,or special purpose processing device to perform a certain function orgroup of functions. Although the subject matter has been described inlanguage specific to structural features and/or methodological acts, itis to be understood that the subject matter defined in the appendedclaims is not necessarily limited to the specific features or actsdescribed herein. Rather, the specific features and acts describedherein are disclosed as example forms of implementing the claims.

The components of the computing system 1100 may, for example, be used toprovide functionality to game logic, store or remember game state,configure and communicate between devices, and operate the logic of gameincorporation. Each of the player consoles may also have a computingsystem such as computing system 1100 guiding their processing needs.

The present invention may be embodied in other specific forms withoutdeparting from its spirit or essential characteristics. The describedembodiments are to be considered in all respects only as illustrativeand not restrictive. The scope of the invention is, therefore, indicatedby the appended claims rather than by the foregoing description. Allchanges which come within the meaning and range of equivalency of theclaims are to be embraced within their scope.

1. A method for projecting an interactive game environment image on atleast one surface, the method comprising: an act of receiving datarepresenting a plurality of virtual objects that are spatiallypositioned in a virtual game environment space; an act of projecting angame environment image on a surface in response to the received data,the projected game environment image including a visual representationof at least part of the virtual game environment space, the visualizedrepresentation include a visualized representation of at least some ofthe virtual objects; an act of detecting user interaction with thevisualized representation; and an act of changing the projectedvisualized representation in response to the user interaction with thevisualized representation.
 2. The method in accordance with claim 1,wherein the user interaction is a physical manipulation of a physicalobject within the space of the projected visualized representation. 3.The method in accordance with claim 2, wherein the physical object is agame piece.
 4. The method in accordance with claim 3, wherein the gamepiece is a die.
 5. The method in accordance with claim 3, wherein thegame piece is a playing card.
 6. The method in accordance with claim 1,wherein the user interaction is a physical user interaction with one ofthe visualized objects.
 7. The method in accordance with claim 6,wherein the act of changing the projected visualized representationcomprises an act of affecting the visualized object with which the userinteracted.
 8. The method in accordance with claim 7, wherein the act ofaffecting the visualized object comprises an act of moving thevisualized object in the visualized representation.
 9. The method inaccordance with claim 7, wherein the act of affecting the visualizedobject comprises an act of changing a form of the visualized object. 10.The method in accordance with claim 1, wherein the act of changing theprojected visualized representation comprises an act of creating a newvisualized object in the visualized representation.
 11. The method inaccordance with claim 1, wherein the surface includes a substantiallyhorizontal surface.
 12. The method in accordance with claim 11, whereinthe act of projecting a game environment image also projects a gameenvironment image on a substantially vertical surface in response to thereceived data.
 13. The method in accordance with claim 12, wherein thegame environment image projected on the substantially horizontal surfaceand the game environment image projected on the substantially verticalsurface are stitched to form a single projected game environment. 14.The method in accordance with claim 1, wherein the surface includes aspherical surface.
 15. The method in accordance with claim 1, whereinthe surface includes a concave surface.
 16. The method in accordancewith claim 1, wherein the surface includes a convex surface.
 17. Themethod in accordance with claim 1, wherein the surface includes acylindrical surface.
 18. The method in accordance with claim 1, whereinthe surface includes a topology.
 19. The method in accordance with claim1, wherein the game environment image includes three dimensionalinformation that may be viewed as a three dimensional image by a user.20. The method in accordance with claim 19, wherein the game environmentimage includes a representation of terrain.
 21. The method in accordancewith claim 1, wherein the game environment image includes an image of agame board.
 22. The method in accordance with claim 1, wherein the actof projecting a game environment image on a substantially horizontalsurface in response to the received data comprises an act of a pluralityof projectors projecting a plurality of sub-images on the surface, themethod further comprising: an act of formulating data representing theplurality of sub-images prior to projecting the plurality of sub-images.23. The method in accordance with claim 22, wherein each sub-imagerepresents a distinct portion of the virtual game environment space thatresult in the game environment image representing the virtual gameenvironment space that is spatially continuous.
 24. A computer programproduct comprising one or more computer-readable media having thereoncomputer-executable instructions that, when executed by one or moreprocessors of a computing system, cause the computing system to performthe following: an act of detecting a user interaction with a gameenvironment image that is projected on a substantially horizontalsurface, the projected game environment image including a visualrepresentation of at least part of a virtual game environment space inwhich a plurality of virtual objects are spatially positioned; and anact of changing the projected visualized representation in response tothe user interaction with the visualized representation.
 25. Asurface-top game environment projection mechanism comprising: aprojector mechanism that includes an image supply mechanism and at leastone projector, the image preparation mechanism configured to supply agame environment image to project in response to received data thatrepresents a plurality of virtual objects that are spatially positionedin a virtual game environment space, the at least one projectorconfigured to project the game environment image supplied by the imagesupply mechanism, the projected game environment image including avisual representation of at least part of the virtual game environmentspace, the visualized representation include a visualized representationof at least some of the virtual objects; and a scanning mechanismconfigured to scan the area projected by the projected game environmentimage to determine one or more positions of a real interactivity inputobject.
 26. The surface-top projection mechanism in accordance withclaim 25, wherein the at least one projector comprises a plurality ofprojectors, wherein the image preparation mechanism is configured toassign a subimage of the game environment image to each of the pluralityof projectors.
 27. The surface-top projection mechanism in accordancewith claim 25, wherein the surface-top projection mechanism is portable.28. The surface-top projection mechanism in accordance with claim 25,wherein the surface-top projection mechanism takes the form of a towerthat can be placed on the substantially horizontal surface.